Eligibility is computed against your actual collection, not just a rarity count — the same five cards have to fill five positional slots and stay inside the Superstar quality cap. Blocked rows say what is missing and hand that straight to the marketplace.
Points come from each player's live stat line, scored with the , so the box score, the fantasy total, the rank and the prize always agree. A player the feed has not named yet has scored nothing yet — nothing on this page is estimated.
Every pack is a set of guaranteed slots with published odds, and only the last slot is a lottery. The Kickoff Packs are free and claimed once per account; the Booster is on sale all season and is the only place credits leave circulation for cards rather than for entry fees. Everything else — PLUS packs from finishing bands, and every card another manager owns — comes from playing and from the marketplace.
Card count is capped at 150 so a pile of worthless cards cannot out-score a small sharp collection, and cards you have not played in four weeks count half — the same Active Collection Score rule the design doc argues for. Hoarding is a strategy the score deliberately refuses to reward.
Game logs, usage, defensive ranks, scheme and news are all simulated and seeded per player, so a page reads the same every time you open it. The scoring-format switch rescores the same stat lines rather than storing three sets of numbers, which is why position ranks move when you change it. Every score on this page can be taken apart into the inputs that produced it — a rating nobody can audit is a rating nobody trusts.
Mock data — a seeded generator stands in for the card database, so prices and
histories are stable across reloads but entirely fictional. Prices are in game
credits (cr), which cannot be bought or cashed out; flip
CFG.currency in data.js if that ever changes.
Fair value is the design doc's Stage 1: comparable-card pricing from the
game's own clearing prices, no projections vendor required.
Every row opens that card's marketplace page — the two sections are one loop, not two apps. Active Collection Score counts a card at half weight once it has sat unplayed for more than four weeks, which is why the score is lower than a raw rarity sum.